History-

Early examples of attempts to capture the phenomenon of motion into a still drawing can be found in paleolithic cave paintings, where animals are often depicted with multiple legs in superimposed positions, clearly attempting to convey the perception of motion.

An earthen goblet discovered at the site of the 5,200-year-old Burnt City in southeastern Iran, depicts what could possibly be the world’s oldest example of animation. The artifact bears five sequential images depicting a Persian Desert Ibexjumping up to eat the leaves of a tree.

Ancient Chinese records contain several mentions of devices that were said to "give an impression of movement" to human or animal figures, but these accounts are unclear and may only refer to the actual movement of the figures through space.

In the 19th century, the phenakistoscope (1832), zoetrope (1834) and praxinoscope(1877), as well as the common flip book, were early animation devices that produced an illusion of movement from a series of sequential drawings, but animation did not develop further until the advent of motion picture film and cinematography in the 1890s.

The cinématographe was a projector, printer, and camera in one machine that allowed moving pictures to be shown successfully on a screen which was invented by history's earliest film makers, Auguste and Louis Lumière, in 1894. The first animated projection (screening) was created in France, by Charles-Émile Reynaud, who was a French science teacher. Reynaud created the Praxinoscope in 1877 and the Théâtre Optique in December 1888. On 28 October 1892, he projected the first animation in public, Pauvre Pierrot, at the Musée Grévin in Paris. This film is also notable as the first known instance of film perforations being used. His films were not photographed, but drawn directly onto the transparent strip. In 1900, more than 500,000 people had attended these screenings.

The first film that was recorded on standard picture film and included animated sequences was the 1900 Enchanted Drawing, which was followed by the first entirely animated film - the 1906 Humorous Phases of Funny Faces by J. Stuart Blackton,who, because of that, is considered the father of American animation.

In Europe, the French artist, Émile Cohl, created the first animated film using what came to be known as traditional animation creation methods - the 1908Fantasmagorie. The film largely consisted of a stick figure moving about and encountering all manner of morphing objects, such as a wine bottle that transforms into a flower. There were also sections of live action in which the animator’s hands would enter the scene. The film was created by drawing each frame on paper and then shooting each frame onto negative film, which gave the picture a blackboard look.

The author of the first puppet-animated film (The Beautiful Lukanida (1912)) was the Russian-born (ethnically Polish) director Wladyslaw Starewicz, known as Ladislas Starevich.[citation needed]

The more detailed hand-drawn animations, requiring a team of animators drawing each frame manually with detailed backgrounds and characters, were those directed by Winsor McCay, a successful newspaper cartoonist, including the 1911 Little Nemo, the 1914 Gertie the Dinosaur, and the 1918 The Sinking of the Lusitania.

During the 1910s, the production of animated short films, typically referred to as "cartoons", became an industry of its own and cartoon shorts were produced for showing in movie theaters. The most successful producer at the time was John Randolph Bray, who, along with animator Earl Hurd, patented the cel animationprocess which dominated the animation industry for the rest of the decade.

El Apóstol (Spanish: "The Apostle") was a 1917 Argentine animated film utilizing cutout animation, and the world's first animated feature film. Unfortunately, a fire that destroyed producer Frederico Valle's film studio incinerated the only known copy of El Apóstol, and it is now considered a lost film.

Computer animation has become popular since Toy Story (1995), the first feature-length animated film completely made using this technique.

In 2008, the animation market was worth US$68.4 billion. Animation as an art and industry continues to thrive as of the mid-2010s, because well-made animated projects can find audiences across borders and in all four quadrants. Animated feature-length films returned the highest gross margins (around 52%) of all film genres in the 2004-2013 timeframe.

 

            

Traditional animation-

Traditional animation (also called cel animation or hand-drawn animation) was the process used for most animated films of the 20th century. The individual frames of a traditionally animated film are photographs of drawings, first drawn on paper. To create the illusion of movement, each drawing differs slightly from the one before it. The animators' drawings are traced or photocopied onto transparent acetate sheets called cels, which are filled in with paints in assigned colors or tones on the side opposite the line drawings. The completed character cels are photographed one-by-one against a painted background by a rostrum camera onto motion picture film.

The traditional cel animation process became obsolete by the beginning of the 21st century. Today, animators' drawings and the backgrounds are either scanned into or drawn directly into a computer system. Various software programs are used to color the drawings and simulate camera movement and effects. The final animated piece is output to one of several delivery media, including traditional 35 mm film and newer media such as digital video. The "look" of traditional cel animation is still preserved, and the character animators' work has remained essentially the same over the past 70 years. Some animation producers have used the term "tradigital" to describe cel animation which makes extensive use of computer technologies.

Examples of traditionally animated feature films include Pinocchio (United States, 1940), Animal Farm (United Kingdom, 1954), and The Illusionist (British-French, 2010). Traditionally animated films which were produced with the aid of computer technology include The Lion King (US, 1994), Akira (Japan, 1988), Spirited Away (Japan, 2001), The Triplets of Belleville(France, 2003), and The Secret of Kells (Irish-French-Belgian, 2009).

In the traditional animation process, animators will begin by drawing sequences of animation on sheets of transparent paper perforated to fit the peg bars in their desks, often using colored pencils, one picture or "frame" at a time. A peg bar is an animation tool that is used in traditional (cel) animation to keep the drawings in place. The pins in the peg bar match the holes in the paper. It is attached to the animation desk or light table depending on which is being used. A key animator orlead animator will draw the key drawings in a scene, using the character layouts as a guide. The key animator draws enough of the frames to get across the major points of the action; in a sequence of a character jumping across a gap, the key animator may draw a frame of the character as he is about to leap, two or more frames as the character is flying through the air, and the frame for the character landing on the other side of the gap.

Timing is important for the animators drawing these frames; each frame must match exactly what is going on in the soundtrack at the moment the frame will appear, or else the discrepancy between sound and visual will be distracting to the audience. For example, in high-budget productions, extensive effort is given in making sure a speaking character's mouth matches in shape the sound that character's actor is producing as he or she speaks.

While working on a scene, a key animator will usually prepare a pencil test of the scene. A pencil test is a preliminary version of the final animated scene; the pencil drawings are quickly photographed or scanned and synced with the necessary soundtracks. This allows the animation to be reviewed and improved upon before passing the work on to his assistant animators, who will go add details and some of the missing frames in the scene. The work of the assistant animators is reviewed, pencil-tested, and corrected until the lead animator is ready to meet with the director and have his scenesweatboxed, or reviewed by the director, producer, and other key creative team members. Similar to the storyboarding stage, an animator may be required to re-do a scene many times before the director will approve it.

In high-budget animated productions, often each major character will have an animator or group of animators solely dedicated to drawing that character. The group will be made up of one supervising animator, a small group of key animators, and a larger group of assistant animators. For scenes where two characters interact, the key animators for both characters will decide which character is "leading" the scene, and that character will be drawn first. The second character will be animated to react to and support the actions of the "leading" character.

Once the key animation is approved, the lead animator forwards the scene on to the clean-up department, made up of theclean-up animators and the inbetweeners. The clean-up animators take the lead and assistant animators' drawings and trace them onto a new sheet of paper, taking care in including all of the details present on the original model sheets, so that it appears that one person animated the entire film. The inbetweeners will draw in whatever frames are still missing in between the other animators' drawings. This procedure is called tweening. The resulting drawings are again pencil-tested and sweatboxed until they meet approval.

At each stage during pencil animation, approved artwork is spliced into the Leica reel.

This process is the same for both character animation and special effects animation, which on most high-budget productions are done in separate departments. Effects animators animate anything that moves and is not a character, including props, vehicles, machinery and phenomena such as fire, rain, and explosions. Sometimes, instead of drawings, a number of special processes are used to produce special effects in animated films; rain, for example, has been created in Disney animatedfilms since the late-1930s by filming slow-motion footage of water in front of a black background, with the resulting film superimposed over the animation.

       

Stop motion animation-

Dominating children's TV stop motion programming for three decades in America was Art Clokey's Gumby series—which spawned a feature film, Gumby I in 1995—using both freeform and character clay animation. Clokey started his adventures in clay with a 1953 freeform clay short film called Gumbasia (1953) which shortly thereafter propelled him into his more structured Gumby TV series.

In November 1959 the first episode of Sandmännchen was shown on East German television, a children's show that hadCold War propaganda as its primary function. New episodes, minus any propaganda, are still being produced in the now-reunified Germany making it one of the longest running animated series in the world.

In the 1960s, the French animator Serge Danot created the well-known The Magic Roundabout (1965) which played for many years on the BBC. Another French/Polish stop motion animated series was Colargol (Barnaby the Bear in the UK,Jeremy in Canada), by Olga Pouchine and Tadeusz Wilkosz.

A British TV-series Clangers (1969) became popular on television. The British artists Brian Cosgrove and Mark Hall (Cosgrove Hall Films) produced a full-length film The Wind in the Willows (1983) and later a multi-season TV series The Wind in the Willows based on Kenneth Grahame's classic children's book of the same title. They also produced a documentary of their production techniques, Making Frog and Toad. Since the 1970s and continuing into the 21st century,Aardman Animations, a British studio, has produced short films, television series, commercials and feature films, starringplasticine characters such as Wallace and Gromit; they also produced a notable music video for "Sledgehammer," a song byPeter Gabriel.

During 1986 to 1991, Churchill Films produced The Mouse and the Motorcycle, Runaway Ralph, and Ralph S. Mouse for ABC television. The shows featured stop-motion characters combined with live action, based on the books of Beverly Cleary. John Clark Matthews was animation director, with Justin Kohn, Joel Fletcher, and Gail Van Der Merwe providing character animation.

From 1986 to 2000, over 150 five-minute episodes of Pingu, a Swiss children's comedy were produced by Trickfilmstudio. In the 1990s Trey Parker and Matt Stone made two shorts and the pilot of South Park almost entirely out of construction paper.

In 1999, Tsuneo Gōda directed an official 30-second sketches of the character Domo. With the shorts animated by stop-motion studio dwarf is still currently produced in Japan and has then received universal critical acclaim from fans and critics. Gōda also directed the stop-motion movie series Komaneko in 2004.

In 2003, the pilot film for the series Curucuru and Friends, produced by Korean studio Ffango Entertoyment is greenlighted into a children's animated series in 2004 after an approval with the Gyeonggi Digital Contents Agency. It was aired in KBS1on November 24, 2006 and won the 13th Korean Animation Awards in 2007 for Best Animation. Ffango Entertoyment also worked with Frontier Works in Japan to produce the 2010 film remake of Cheburashka.

Since 2005, Robot Chicken has mostly utilized stop motion animation, using custom made action figures and other toys as principal characters.

Since 2009 Laika, the stop-motion successor to Will Vinton Studios, has released three feature films, all of which earned over $100 million at the box office.

A craze on the internet is animating with clay figures on public video sites. They are often simple, bordering on "freeform", but effective. Some barely have a face, but the comedic or violence proportions exceeding those of conventional clay puppets, with grisly crime scenes riddled by clay gunfire and hapless victims falling in a sniper's cross hairs. The comedy helps the viewer enjoy the animation without noticing the simpleness of the clay puppet. Many younger people begin their experiments in movie making with stop motion, thanks to the ease of modern stop motion software and online video zxxzpublishing. Many new stop motion shorts use clay animation into a new form.

Singer-songwriter Oren Lavie's music video for the song Her Morning Elegance was posted on YouTube on January 19, 2009. The video, directed by Lavie and Yuval and Merav Nathan, uses stop motion and has achieved great success with over 25.4 million views, also earning a 2010 Grammy Award nomination for "Best Short Form Music Video".

Stop motion has occasionally been used to create the characters for computer games, as an alternative to CGI. the Virgin Interactive Entertainment Mythos game Magic and Mayhem (1998) featured creatures built by stop motion specialist Alan Friswell, who made the miniature figures from modelling clay and latex rubber, over armatures of wire and ball-and-socket joints. The models were then animated one frame at a time, and incorporated into the CGI elements of the game through digital photography. "ClayFighter" for the Super Nintendo and The Neverhood for the PC are other examples.

Stop motion is a prominent production method on Vine due to its six-second time constraint, a contemporary digital mass revival of a technique which dates back almost to the beginning to cinema itself.

  

Computer Animation-

In most 3D computer animation systems, an animator creates a simplified representation of a character's anatomy, which is analogous to a skeleton or stick figure. The position of each segment of the skeletal model is defined by animation variables, or Avars for short. In human and animal characters, many parts of the skeletal model correspond to the actual bones, but skeletal animation is also used to animate other things, such as facial features (though other methods for facial animationexist). The character "Woody" in Toy Story, for example, uses 700 Avars (100 in the face alone). The computer doesn't usually render the skeletal model directly (it is invisible), but it does use the skeletal model to compute the exact position and orientation of that certain character, which is eventually rendered into an image. Thus by changing the values of Avars over time, the animator creates motion by making the character move from frame to frame.

There are several methods for generating the Avar values to obtain realistic motion. Traditionally, animators manipulate the Avars directly. Rather than set Avars for every frame, they usually set Avars at strategic points (frames) in time and let the computer interpolate or 'tween' between them in a process called keyframing. Keyframing puts control in the hands of the animator and has roots in hand-drawn traditional animation.

In contrast, a newer method called motion capture makes use of live action footage. When computer animation is driven by motion capture, a real performer acts out the scene as if they were the character to be animated. His/her motion is recorded to a computer using video cameras and markers and that performance is then applied to the animated character.

Each method has its advantages and as of 2007, games and films are using either or both of these methods in productions. Keyframe animation can produce motions that would be difficult or impossible to act out, while motion capture can reproduce the subtleties of a particular actor. For example, in the 2006 film Pirates of the Caribbean: Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy himself doesn't appear in the film, the movie benefited from his performance by recording the nuances of his body language, posture, facial expressions, etc. Thus motion capture is appropriate in situations where believable, realistic behavior and action is required, but the types of characters required exceed what can be done throughout the conventional costuming.

          

Creating characters and objects on a computer-

3D computer animation combines 3D models of objects and programmed or hand "keyframed" movement. These models are constructed out of geometrical vertices, faces, and edges in a 3D coordinate system. Objects are sculpted much like real clay or plaster, working from general forms to specific details with various sculpting tools. Unless a 3D model is intended to be a solid color, it must be painted with "textures" for realism. A bone/joint animation system is set up to deform the CGI model (e.g., to make a humanoid model walk). In a process known as rigging, the virtual marionette is given various controllers and handles for controlling movement. Animation data can be created using motion capture, or keyframing by a human animator, or a combination of the two.

3D models rigged for animation may contain thousands of control points – for example, "Woody" in Pixar's Toy Story uses 700 specialized animation controllers. Rhythm and Hues Studios labored for two years to create Aslan in the movie The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, which had about 1,851 controllers (742 in the face alone). In the 2004 film The Day After Tomorrow, designers had to design forces of extreme weather with the help of video references and accurate meteorological facts. For the 2005 remake of King Kong, actor Andy Serkis was used to help designers pinpoint the gorilla's prime location in the shots and used his expressions to model "human" characteristics onto the creature. Serkis had earlier provided the voice and performance for Gollum in J. R. R. Tolkien's The Lord of the Ringstrilogy.

          

Computer animation development equipment-

Computer animation can be created with a computer and an animation software. Some impressive animation can be achieved even with basic programs; however, the rendering can take a lot of time on an ordinary home computer. Because of this, video gameanimators tend to use low resolution and low polygon count renders so that the graphics can be rendered in real time on a home computer. Photorealistic animation would be impractical in this context.

Professional animators of movies, television, and video sequences on computer games make photorealistic animation with high detail. This level of quality for movie animation would take hundreds of years to create on a home computer. Instead, many powerfulworkstation computers are used. Graphics workstation computers use two-four processors, and they are a lot more powerful than an actual home computer and they are specialized for rendering. A large number of workstations (known as a render farm) are networked together to effectively act as a giant computer. The result is a computer-animated movie that can be completed in about one to five years (however, this process is not composed solely of rendering). A workstation typically costs $2,000-16,000 with the more expensive stations being able to render much faster due to the more technologically advanced hardware that they contain. Professionals also use digital movie cameras, motion orperformance capture, bluescreens, film editing software, props, and other tools used for movie animation.

          

Production-

The creation of non-trivial animation works (i.e., longer than a few seconds) has developed as a form of filmmaking, but with certain unique aspects. One thing live-action and animated feature-length films do have in common is that they are both extremely labor-intensive and have high production costs.

The most important difference is that once a film is in the production phase, the marginal cost of one more shot is much, much higher for animated films than for live-action films. It is relatively easy for a director to ask for one more take duringprincipal photography of a live-action film, but every take on an animated film must be manually rendered by animators (although the task of rendering slightly different takes has been made less tedious by modern computer animation). It is pointless for a studio to pay the salaries of dozens of animators to spend weeks creating a visually dazzling five-minute scene, if that scene fails to effectively advance the plot of the film. Thus, animation studios starting with Disney began the practice in the 1930s of maintaining story departments where storyboard artists develop every single scene throughstoryboards, then handing the film over to the animators only after the production team is satisfied that all the scenes will make sense as a whole. While live-action films are now also storyboarded, they necessarily enjoy much more latitude to depart from storyboards (i.e., real-time improvisation).

Another problem unique to animation is the necessity of ensuring that the style of an animated film is consistent from start to finish, even as films have grown longer and teams have grown larger. Animators, like all artists, necessarily have their own individual styles, but must subordinate their individuality in a consistent way to whatever style was selected for a particular film. Since the early 1980s, feature-length animated films have been created by teams of about 500 to 600 people, of whom 50 to 70 are animators. It is relatively easy for two or three artists to match each other's styles, but it is much harder to keep dozens of artists synchronized with one another.

This problem is usually solved by having a separate group of visual development artists develop an overall look and palette for each film before animation begins. Character designers on the visual development team draw model sheets to show how each character should look like with different facial expressions, posed in different positions, and viewed from different angles. On traditionally animated projects, maquettes were often sculpted to further help the animators see how characters would look from different angles.

Unlike live-action films, animated films were traditionally developed beyond the synopsis stage through the storyboard format; the storyboard artists would then receive credit for writing the film. In the early 1960s, animation studios began hiring professional screenwriters to write screenplays (while also continuing to use story departments) and such screenplays had become commonplace for animated films by the late 1980s.